Problems playing this file? See media help. Developers have stated that the potential for a skirmish to go better or worse than expected adds excitement, replayability and strategic depth to the game. Another important facet of the game is randomness and its manipulation: it is never certain a unit's attack will fail or succeed, only likely or unlikely. Ī central design philosophy of the game is the KISS principle for a new idea to be accepted, it should not complicate gameplay. Units can advance to higher level counterparts and become more powerful as they participate in combat. Different types of attacks (melee and ranged), weapon types (pierce, blade, impact, arcane, cold, and fire), and a day-night cycle (in most maps) that alternately favors lawful and chaotic units, altering the amount of damage a unit deals.
Elves, for example, are difficult to hit when fighting in a forest. A unit's defense (which means in this case dodge chance) is based on the terrain it stands on. Games of Wesnoth come both in the form of single-player campaigns and multiplayer matches.Įach unit in Wesnoth has its own strengths and weaknesses. Other concerns are capturing villages that produce gold for unit recruitment, and positioning units to restrict enemy movement. The strategy of battle involves trying to fight on favorable terrain, at a favorable time of day, and, if possible, with units that are strong or well suited against the enemies. The Battle for Wesnoth is a turn-based wargame played on a hex map.